Thevampirenight wrote: »Well, I think they wanted to go a unique theme for the various vampires they are showing off.
I think it would be nice to have some of those abilties the bats abilties and the feed when not sneaking.
The thing is though some of the shadow abilties could be reworked into the nightblades actually because some of those abilties actually fit that type of theme better then placing it into the vampire skill line. Like that imp heal and the clone spell thing.
The problem I think is that they might not be willing or able to give more then 5 abilties and one ult in a skill line for the vampire.
So they gave us these abilities and gave npcs some unique abilties.
The issue @Noxavian there is a lot of cool npc abilties that players just don't have. There is many cool things that they just won't give us and that is likely do to balancing. Sure we could ask for it but it doesn't mean they will do it. One has to adjust to that reality, just because they look very neat and cool doesn't mean Zenimax is going to give them to us. I do think that is going to happen here with this. They will likely not give us any of those abilties.
Thevampirenight wrote: »Well, I think they wanted to go a unique theme for the various vampires they are showing off.
I think it would be nice to have some of those abilties the bats abilties and the feed when not sneaking.
The thing is though some of the shadow abilties could be reworked into the nightblades actually because some of those abilties actually fit that type of theme better then placing it into the vampire skill line. Like that imp heal and the clone spell thing.
The problem I think is that they might not be willing or able to give more then 5 abilties and one ult in a skill line for the vampire.
So they gave us these abilities and gave npcs some unique abilties.
The issue @Noxavian there is a lot of cool npc abilties that players just don't have. There is many cool things that they just won't give us and that is likely do to balancing. Sure we could ask for it but it doesn't mean they will do it. One has to adjust to that reality, just because they look very neat and cool doesn't mean Zenimax is going to give them to us. I do think that is going to happen here with this. They will likely not give us any of those abilties.
I have same thoughts, i even start to play this game only because of possibility to play as a vampire and more "realistic" visuals. Will post and repost in different threads, to more people to hear, maybe it will somehow change the situation. I don't care much of a numbers on the skills, what i am care is a visuals of skills and vampire feeling of gameplay, i can change my gear, some skills, playstyle if i need too, but i can't visuals and feel of the skills.I feel like you're possibly right that they won't throw in any of these. But I remember with Necromancer I didn't put up too much of a fuss about it, I'm not going to do that this time. I at least want to try and get our feedback heard.

Creating abilities for NPC's is an easy task.
There are only two criteria:Because these variables are limited, and because game developers tune the exterior world to fit a certain niche; loot tables, quest progress, overland fill, etc...these NPC abilities are easy to facilitate without much difficulty in balancing.
- Interaction with a single player
- Interaction with multiple players
Providing these abilities to players however would require extensive data collection, analysis, and testing, in order to ensure balance to overall gameplay.
If you give an entire playerbase a new skill, then development must consider all possible applications of said skill, for all types of content.
It's not that this process is difficult, but rather time-consuming, and as the good goblins of WoW always say: "Time is money, friend."
Remember, this entire game, its aspects, and its existence, are not to please the public.
This game exists to fill the pockets of shareholders and provide employees a wage.
That's it.
Creating abilities for NPC's is an easy task.
There are only two criteria:Because these variables are limited, and because game developers tune the exterior world to fit a certain niche; loot tables, quest progress, overland fill, etc...these NPC abilities are easy to facilitate without much difficulty in balancing.
- Interaction with a single player
- Interaction with multiple players
Providing these abilities to players however would require extensive data collection, analysis, and testing, in order to ensure balance to overall gameplay.
If you give an entire playerbase a new skill, then development must consider all possible applications of said skill, for all types of content.
It's not that this process is difficult, but rather time-consuming, and as the good goblins of WoW always say: "Time is money, friend."
Remember, this entire game, its aspects, and its existence, are not to please the public.
This game exists to fill the pockets of shareholders and provide employees a wage.
That's it.
Pleasing the public fills their pockets too, that’s why the likes of the crown store works so well.
The idea of the skills not being difficult to implement but taking time is true, but they have made decisions that have appeared rushed before and changed them back.
That’s why this topic needs to be pushed, everything people asked for is unfortunately in those NPCs and the fact is that we should have it.
These abilities the NPCs have would actually round out the vampire's toolkit and make them a viable option. Of course there would need to be balancing to make sure they're not OP but the fact the current rework has a single damaging ability with basically no DOTs or AOEs is just not worth it. The Bat Scion morph does exist but it feels tacked on and its an ultimate that requires charging. Its not there all the time.
I'm honestly a bit on the fence on this one.
For one, I think that the NPC's visuals are far more lackluster in comparison, the dark brown and reddish orange does not suit my ideal colour-scheme for a vampire. The Black, Red and Violet suits me far better.
As for the actual abilities, while I would've loved a batswarm ability, be it a version of mistform or a literal "Mount" transformation, as well as a gab-closer, I do think that the overall toolkit fits a wide arsenal of the typical Vampire abilities seen in prior TES Installments. The outliers to this of course is Blood Frenzy and Eviscerate, yet they still feel vampiric, at least thematically. (Disregarding the fact that Eviscerate feels like a wet noodle atm, both by sound and looks.)
Memserize is cool, Mistform functions better as a toggle and Drain is.. well, drain is drain. The passives though, feel damn good to me, Unnatural Movement in particular! OUGH. Love it. Just wish it was as black as Shadow Cloak or had a dark greyish mist to it, like in the cinematic trailer.
I don't think there is anything inherently wrong with it. It's a fairly all-around vampire set.
The abilities in the video however, well, they're just reskins of other class abilities?
- Feeding = old savage feed
- Imp = Warden Cute Netchy Boi
- Blood Spit(?) = DK Fire Breath
- The Teleport / Shadow = NB Reverse Shadow Image // That one boss from Cradle of Shadows.
- Blood Pull(?) = DK "Get the **** Over Here" Chains
The only unique abilities from the NPC that I'm semi jealous about is the dope batswarm. Because bats are cool, yo.
Well, of course the ultimate is completely wrong? I don't intend for this to sound malicious or toxic, but you're asking for the developers to give us a form that is, in TES Lore. Incredibly powerful, literally overpowered on a nigh legendary, mythical level of entry.
The fact that this game is an MMO, wherein balance is key, it is obvious that we won't receive a fully-fledged Vampire Lord. That is why I never wanted it to begin with - because it is an obvious given that they literally are incapable of doing it justice.
I dead-honestly don't really agree with these abilities looking, or feeling cooler. Because I sincerely don't think they do. The animations look weak, and the coloration looks muddied and dull. I think that the toolkit we've received looks better visually - with exception of the Drain Morphs - why the hell it turns nasty yellow / orange is beyond me.
The reason why I say that the toolkit fits a wider aresenal, is because there is, in theory, a little something for everyone:
- Eviscerate = Monstrous Slash, Nimble Rogueish, Monstrous
- Blood Frenzy = Rage Mode - Warrioresque, Monstrous
- Mesmerize = Magey, Civilized
- Drain = Blood Magey,
- Mistform = Magey, Blood Magey depending on Morph.
The passives naturally lend themselves a bit more to Warrioresque with Undeath and Rogueish with Unnatural Movement. - but I'll disregard that for now.
I do agree that it would've been awesome to have a Batswarm, or even more blood-magic centric abilities, yet we've really lost both of that in favor of the massively nerfed Vampire Lord. The so called "Night" and "Blood" magic abilities was always tied to the Vampire Lord Form exclusively, and not something that the vampire cast in their natural form.
The abilities that we received do manage to thematically hit a wider net to the fantasy of the Vampire, since we only have 1 skill-line available. Naturally, the best case solution we could've possibly hoped for, would be to have 3 unique vampire strains or bloodlines available, one for each role:
- Stealth, Rogues, Swiftness and Assassination
- Endurance, Warriors, Toughness and Prowess
- Magic, Mages, Blood, Night, SPELLS.
That would be my ideal dream, if Zenimax called me up one day and would be like "Come in and help us design a vampire experience that can hit every single TES Vampire Fantasy." Then I'll just subtly add sun-damage to my own personal character.
On a second note - imagine if we just had 3 different types of Restoration staves, one of which was Blood and turned it into a mix of damage and healing. That's an old suggestion from way back in the day, wherein a full-fledged blood-magic centric skill-line could be developed.
EDIT: Also, it is much appreciated. I prefer our civil dialogue, even if we don't see eye to eye on what we want with our vampire experience.
dcam86b14_ESO wrote: »We already know that ZoS puts new npc abilities in game to tease or test out future classes. Wouldn't be surprised if these are intended for a new class.